[WIP] Necessities of Morrowind 3.0 - Thread 2

Post » Sun May 30, 2010 10:51 am

I'm opening this new thread because the old one has reached the 200 posts limit. Yes, it is now NoM 3.0 and no more NoM 2.2. What started as an update is bringing so many new models, art and features that I think it's better this way... :)

http://www.gamesas.com/index.php?/topic/1083981-wip-necessities-of-morrowind-22/

And now let's go with a little summary. Some of the points below have already been completed, while many others are still to be implemented.

Graphical update
- [WIP] Rhymer is creating illustrations for the books of NoM. The ones he already sent me are beautiful. http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FoxTail.jpg?t=1272236236 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Whiterunbeer.jpg?t=1272236236
- [Done] Stuporstar did a fantastic job by creating the covers for the books. http://img202.imageshack.us/img202/9983/nombooks.jpg
- [Done] All the original foods are being updated with either new models and/or textures. I have most of the foods complete by now. Samples: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CookieDibella2.jpg?t=1273081439 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CookieSaltrice.jpg?t=1273012178 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CookieLuck.jpg?t=1273012177 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadCommon.jpg?t=1270597469 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadCorn.jpg?t=1270597471 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadAsh.jpg?t=1270597472 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Beef2.jpg?t=1269906018 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PieApple.jpg?t=1270021908 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PieBerry.jpg?t=1270022053 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PieOrange.jpg?t=1270022087 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PiePear.jpg?t=1270022123
- [Done] Wine, beer, water and empty bottles have been redone. Now you can recognize different brews from far away.
- [WIP] The misc items are being updated, too. There are two new grills, a new clay cooking pot along with the metal one, the tisane pots and the frying pans are getting some attention. http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Grill1.jpg?t=1271027129 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Grill4.jpg?t=1271027131
- [Done] Most of the existing water sources have got a model update and a retexture. I added transparent and/or animated water where it looked appropriate.
- [Done] The water barrels have now trasparent water that is animated in bad weather. http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Image7.jpg?t=1269814407
- [Done] New shop signs.
- [Planned] More bedroll variety.
- [WIP] All the textures and icons are being converted to dds format. - [WIP] New icons for many objects.

Sound update
- [WIP] Kukaahinui is working on a complete overhaul of the original sounds and is doing a superb work. The first sounds have already been added to the mod. Too bad I can't post a screenshot of your work, Kukaa!
- [WIP] Different sounds for different water sources.
- [WIP] More sound effects for cooking.

New foods
- [WIP] Many new foods are being added to the mod. They're mostly local, to address the unbalance in favor of the imported ones. Now the local foods are more than the imported ones and every merchant has a wider variety to offer. New foods include sausages, jerky and sweetrolls!
- [WIP] A new book with all new recipes.
- [Done] Muffins! :P

New items
- [Done] New ovens have been added to the game, some with their own chimney for the exterior of the building they're in. Here are some of them: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/VivecBaker2.jpg?t=1271176303 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/SadrithBaker1.jpg?t=1271176310 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth3.jpg?t=1271768221 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/MournholdBaker02.jpg?t=1270683828 - http://planetelderscrolls.gamespy.com/fms/Image.php?id=83973
- [Done] Many water sources have been modeled from scratch. The new sources include wells, pumps and streams of water flowing form the rocks. http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth2.jpg?t=1271768220 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/DunmerPump.jpg?t=1271855774 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/RuinedWell1.jpg?t=1272359231 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/rUINEDwELL03.jpg?t=1272539183 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Mh_Well3.jpg?t=1271451425
- [WIP] Container variety. Bored of the usual crate, sack, basket triad? Here we come with jars, small sacks, exhibitors, sausage chains and much more! http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ZainabVendor.jpg?t=1272839364
- [WIP] Many more statics and misc items are being added, for a more immersive experience.

World editing
- [WIP] The new foods and objects are being added to the merchants all over the world, making them much more detailed.
- [Planned] The look of the imperial Food Route outposts is being greatly improved.
- [Planned] The Food of the gods restaurant is getting customers...

Balance - consistency
- [WIP] I'm removing most of the effects from the ingredients added by NoM to not unbalance alchemy. Most of the cooked foods now have only 1 or 2 effects, mainly Restore Fatigue. Some of them only have negative effects. There are foods that preserve some peculiar positive effect, it's up to you to find them.
- [WIP] The new variety of foods allows a better distribution of the local/imported foods. For example, in the zones more hostile to the empire (Telvanni, ashlanders) it's very unlikely to find imported stuff.
- [Done] Removed the imported foods from the leveled lists. You should no more see apples and cyrodiilic wine spawning all around the world.

Compatibility
- [WIP] The new ingredients from abot's mods and Tamriel Rebuilt will be recognised by the NoM scripts and used as food and for cooking.
- [Planned] Ingredients from other mods will be included too, but for some of them I'll have to make a choice on what to put in and what not.
- [Done] Book rotate script added to all the NoM books.
- [Planned] Possibly, an MGE version with custom shaders.
- [Planned] Add the Window Glow / Illuminated Windows effect to the (very few) windows added by NoM.
- [Planned] Eliminate a dialogue conflict with the Entertainers official plugin.
- [Planned] Compatibility with vurt's grass mods.
- [Planned] Compatibility with Morrowind Crafting foods, bedroll and cooking fires, for what is possible.

Gameplay improvements
- [WIP] New effects for hunger, thirst, etc are being planned and implemented in place of the drain attribute ones.
- [WIP] New dynamical method to assign hunger, thirst and sleep. I'm trying to make a mix here between the fixed hours method used now and a completely free one to give the player more flexibility, but avoiding people having lunch at 3 am and dinner at 5 pm which, IMHO, would look worse than the fixed hours thing.
- [Done] Improvements of legality check when placing bedrolls or fires.
- [Planned] Improvements of the water check when placing bedrolls or fires.
- [Planned] An option for manual eating (cross fingers hoping for it to work).

Bug fixing
- [Done] Assigned dialogue to a NoM minor NPC that was missing it.
- [Done] Fixed dialogue weirdness (for example an NPC ask if you want to buy fish but he doesn't sell fish).
- [Done] Fixed a bug with a food used in two eating scripts instead of one.

Well, there's more but this should give the idea of how much work there's to do.

Bye :)
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Kanaoka
 
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Post » Sun May 30, 2010 10:42 pm

This is all wonderful!
I can't wait to see it finished. ;)

I was thinking though... About your books, will they be compatible with Book Rotate?
(I think that it's possible to include custom BR scripting into their scripts, isn't it?)

Stuporstar would know about that, as I recall.
With BR scripting, displaying my collected cookbooks would be easy, and fun.
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Heather Stewart
 
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Post » Sun May 30, 2010 9:37 pm

Hmm, I must have missed some updates in the old thread, 'cause I don't recognize all of those. Looking great! This update will probably get me to use NoM again! (I left off for a variety of reasons, but the biggest was the lack of manual eating...and I got tired of hunting for food all the time)
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Josh Trembly
 
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Post » Mon May 31, 2010 1:50 am

Kukaahinui is working on a complete overhaul of the original sounds and is doing a superb work. The first sounds have already been added to the mod. Too bad I can't post a screenshot of your work, Kukaa!


Are these not uploaded somewhere? I am curious as to what has been found. In the first thread he mentioned finding a huge amount of them so my curiosity is peaked. Not asking for all of them of course, just a sampler if it's possible.
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Laura Simmonds
 
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Post » Sun May 30, 2010 11:56 am

I was thinking though... About your books, will they be compatible with Book Rotate?
(I think that it's possible to include custom BR scripting into their scripts, isn't it?)

Speaking of compatability (I'm becoming a paladin of compatibility), Book rotate is one of those mods whose functionality I'm thinking to add into NoM. Another example is Window Glow for the buildings added by NoM. However I'm still reasoning if it should be in the main mod or in a separate patch.

Hmm, I must have missed some updates in the old thread, 'cause I don't recognize all of those. Looking great! This update will probably get me to use NoM again! (I left off for a variety of reasons, but the biggest was the lack of manual eating...and I got tired of hunting for food all the time)

Manual eating is in the list. It's the most difficult thing to implement correctly, so I'm leaving it for last.
What do you mean by "hunting food all the time"? Do you refer to the inventory of bartenders?

Are these not uploaded somewhere? I am curious as to what has been found. In the first thread he mentioned finding a huge amount of them so my curiosity is peaked. Not asking for all of them of course, just a sampler if it's possible.

When I'll have a little more sounds, I'll try to upload a preview somewhere. Kukaa found hundreds of sounds and he's selecting and editing only the best ones among them.
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joseluis perez
 
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Post » Sun May 30, 2010 2:46 pm

Windows Glow compatibility? That's an excellent idea!
I use WG all the time, it's a great mod.
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tiffany Royal
 
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Post » Sun May 30, 2010 10:57 am

Is there any plan to change the way waiting and resting is handled? Currenlty if you try waiting (for a quest for example) you tend to die, even if you have food with you. Is it possible to have it so that they eat and drink during the wait period if they have edibles on them?
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Ella Loapaga
 
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Post » Sun May 30, 2010 6:41 pm

About the muffins . . . existing NOM somehow overwrites the muffin re-fix mesh/texture, making it revert to a loaf of bread. Is it possible to include this mesh/texture combo in the new release so NOM can resume it's rightful place in my load order?


ALSO: I was just going through the list of mods which add ingredients to my game. Rather than asking for patches from everybody, is it possible to NOM-ify the edibles of mods without rendering them impotent in their own context? Now, understandably, this could break some quests if you eat the wrong thing, but I'm talking about a sort of resource which can be included, but with strong warnings. For instance, the CoM apples and candies or the MCA foods (which for some reason sound like potions). Although they may cost more or less than NOM foods, I don't know of any quests they are related to and if all the PC has left is a lollipop, I would guess he'd eat that rather than starve.

Just a thought?
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Melanie Steinberg
 
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Post » Sun May 30, 2010 2:32 pm

Manual eating is in the list. It's the most difficult thing to implement correctly, so I'm leaving it for last.
What do you mean by "hunting food all the time"? Do you refer to the inventory of bartenders?

It depends on the character I'm playing, but sometimes I just don't like having to buy food and worrying about whether I have food in my inventory. It was by no means a critique of the mod itself, just my own laziness. ;) It is partly why I'd like manual eating, though: sometimes I'd rather just swing by a tavern when I'm hungry and order a meal and a drink rather than carrying it with me. :)
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Liv Brown
 
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Post » Sun May 30, 2010 4:44 pm

It depends on the character I'm playing, but sometimes I just don't like having to buy food and worrying about whether I have food in my inventory. It was by no means a critique of the mod itself, just my own laziness. ;) It is partly why I'd like manual eating, though: sometimes I'd rather just swing by a tavern when I'm hungry and order a meal and a drink rather than carrying it with me. :)


I have to agree with that. I also like to have the ability to eat before going into a difficult area or combat to avoid penalties when fighting.

@ Taddeus:
That kind of brings me back to something we had discussed earlier on... I had been under the (mistaken) impression that NoM checked hunger when weapons were drawn or something similar because I seem to always be hit with penalties during combat. Here's something to think about regarding that.

I'm not sure how often hunger is actually checked, though I know you said it checks at noon, but the time scale is really relevant here. If I go into a large dungeon, with many opponents inside, the odds are that I will have my weapon drawn a significant portion of the time, whether I'm actually fighting or not. At the standard game time ratio of 30 to 1, if I spend 10 minutes real time with my weapon drawn, that is 300 minutes game time, or about 5 hours of game time.

Since I prefer to enter large dungeons in the early morning, this means that it is almost a certainty that I will have my weapon drawn at noon, and likely still drawn or in combat by dinner time. If I put away my weapon specifically to allow the script to feed me, it has an effect much like manual eating, but without the advantage of specifically choosing what is eaten, how much, or the length of time that
will be spent on eating.

The problem is that when it takes a period of time to complete the eating process, I very often find myself charging into combat with no weapon drawn and without finishing the eating process, and like most foolish characters, I soon find myself dead.... again.

My reason for bringing this all up is simply to give points to ponder when you go to work on the manual eating and altering penalty phase of the mod revision.

I am really looking forward to playing this... :)
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Maddy Paul
 
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Post » Sun May 30, 2010 6:30 pm

DO you think changing the length of your day would be a good idea when you go spelunking? Have a look for the Tempus Fugit ring. It's an easy way to change the real time to game time ration on the fly. I got one in abot's waterlife mod, but I think it has it's own mod. You can also adjust the time within NOM, but that requires using the console and restarting the NOM configuration.
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gandalf
 
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Post » Sun May 30, 2010 9:26 pm

DO you think changing the length of your day would be a good idea when you go spelunking? Have a look for the Tempus Fugit ring. It's an easy way to change the real time to game time ration on the fly. I got one in abot's waterlife mod, but I think it has it's own mod. You can also adjust the time within NOM, but that requires using the console and restarting the NOM configuration.


Sure, and nowadays I usually use the triple length day... but if I spend 20 minutes in the dungeon with my sword drawn, the odds of missing a mealtime or two is still pretty high. Besides, what is the improvement with manually altering the passage of time as opposed to manually eating?

Again, I only presented that tale of terror to give Taddeus some things to consider when he's trying to implement manual eating, eh? If these kinds of things aren't mentioned, he might not think to take them into consideration...
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Cedric Pearson
 
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Post » Sun May 30, 2010 6:43 pm

I don't know if this has been suggested, but perhaps you could include these elements of realism in an abridged fashion. A normal (non-fasting) human being needs to eat and drink multiple times per day, but because days are so much shorter in the game, perhaps you could reduce this quota. Perhaps the player could only be required to take in food and water once per twenty-four hours. This would maintain the requirement while reducing the number and severity of interruptions. For instance, a player expecting to spend the whole day exploring a ruin, would know to eat before entering. Sleep could still be a daily necessity, but perhaps the number of hours could be scaled back slightly to also accommodate longer gameplay sessions.
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Lillian Cawfield
 
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Post » Sun May 30, 2010 11:55 am

Just to triple check, you're keeping all the same old IDs that are in 2.13 and the new things that you're adding, well, are going to have new IDs? obviously, hehe. I'm always starting a new game but people who have 10000000000000000000 hours game time play will be pretty upset if they have to start a new game. But I always start new games any ways so it doesn't matter to me. A fresh start with a fresh NOM is good. But then I'm sure in 10 years time you'll be working on NOM v22.5. lol

I'm assuming that when NOM 3.0 comes out, we'll just have to drag and drop it into our Data Files, delete the NOM 2.13 esp and stick the NOM 3.0 esp in its place? Overwriting all the files, of course.

Are you going to make a modders resourc package thing like you did for 2.13? I'm wanting to use your NOM items as a patch-addon for http://www.gamesas.com/?showtopic=1012014. Well actually, now that I think about it, if it's just a patch-addon for people who are also using NOM, then I guess I can just use the items directly from the mod itself instead of the resources.
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~Sylvia~
 
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Post » Sun May 30, 2010 10:58 am

Is there any plan to change the way waiting and resting is handled? Currenlty if you try waiting (for a quest for example) you tend to die, even if you have food with you. Is it possible to have it so that they eat and drink during the wait period if they have edibles on them?

I have to check the death conditions then. Let the character die with food in inventory is clearly not intended. Just out of curiosity... what quest requires you to wait for more than a week?

About the muffins . . . existing NOM somehow overwrites the muffin re-fix mesh/texture, making it revert to a loaf of bread. Is it possible to include this mesh/texture combo in the new release so NOM can resume it's rightful place in my load order?

ALSO: I was just going through the list of mods which add ingredients to my game. Rather than asking for patches from everybody, is it possible to NOM-ify the edibles of mods without rendering them impotent in their own context? Now, understandably, this could break some quests if you eat the wrong thing, but I'm talking about a sort of resource which can be included, but with strong warnings. For instance, the CoM apples and candies or the MCA foods (which for some reason sound like potions). Although they may cost more or less than NOM foods, I don't know of any quests they are related to and if all the PC has left is a lollipop, I would guess he'd eat that rather than starve.

Just a thought?

If you send me a link to the muffin mod I can ask for permission to add it directly into NoM.
About your second question. Yes, this is the way I was thinking to follow when I was speaking of compatibility. If a mod adds something new, I'll try to add that new food to NoM. But, if a mod adds for example the beef or anything else already added by NoM... well... the fastest way is to open that mod, change the ID of the beef to the NoM one (including the references in scripts and quests), save and you have a NoM compatible version of the mod. All that, asking for permission obviously.

Sure, and nowadays I usually use the triple length day... but if I spend 20 minutes in the dungeon with my sword drawn, the odds of missing a mealtime or two is still pretty high. Besides, what is the improvement with manually altering the passage of time as opposed to manually eating?
Again, I only presented that tale of terror to give Taddeus some things to consider when he's trying to implement manual eating, eh? If these kinds of things aren't mentioned, he might not think to take them into consideration...


I don't know if this has been suggested, but perhaps you could include these elements of realism in an abridged fashion. A normal (non-fasting) human being needs to eat and drink multiple times per day, but because days are so much shorter in the game, perhaps you could reduce this quota. Perhaps the player could only be required to take in food and water once per twenty-four hours. This would maintain the requirement while reducing the number and severity of interruptions. For instance, a player expecting to spend the whole day exploring a ruin, would know to eat before entering. Sleep could still be a daily necessity, but perhaps the number of hours could be scaled back slightly to also accommodate longer gameplay sessions.

The problem of the hunger and thirst checks is not of simple solution. I'm still thinking on how to implement it the right way. But I think that if you spend a day in a dungeon slashing with your sword it's normal to get a bit hungry.
Maybe I could add a button to the sleep menu "Change eating and drinking schedule", so that everyone can set the best eating and drinking schedule for each game day. One could choose the normal behaviour (lunch at 12am and dinner at 10pm), the explorer behaviour (lunch at 8am and dinner at 10pm) or the night behaviour (lunch at 6pm and dinner at 6am). This will not change the way your hunger grows - it will grow hour by hour - but only the times of the day at which the penalties are applied.
Also, keep in mind that in the new version hunger, thirst and sleep will grow with different speed if you do different activities. For example, you get 6 hunger (and thirst) for an hour awake, 4 for an hour of fast travel and only 2 for an hour asleep. Your hunger, thirst and sleep will grow each time your fatigue drops to 0. Maybe I could also do so that they grow slower if you spent your time in a tavern.
I had some of these ideas while writing, so tell me if you like them.

Just to triple check, you're keeping all the same old IDs that are in 2.13 and the new things that you're adding, well, are going to have new IDs? obviously, hehe. I'm always starting a new game but people who have 10000000000000000000 hours game time play will be pretty upset if they have to start a new game. But I always start new games any ways so it doesn't matter to me. A fresh start with a fresh NOM is good. But then I'm sure in 10 years time you'll be working on NOM v22.5. lol
I'm assuming that when NOM 3.0 comes out, we'll just have to drag and drop it into our Data Files, delete the NOM 2.13 esp and stick the NOM 3.0 esp in its place? Overwriting all the files, of course.
Are you going to make a modders resourc package thing like you did for 2.13?

Old NoM items will retain their ID, don't worry. And a modder resource package is planned.
The installation of NoM 3.0 should go as you described, but who knows... this changes so many things that creating a 'clean save' could be necessary. However the new version should not require the start of a new game.

Thanks everyone for your suggestions! :)
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MR.BIGG
 
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Post » Sun May 30, 2010 5:24 pm

Heh, yeah, a day spent dungeon delving would no doubt raise an appetite... but what I was thinking is that there should be a way to eat small foods like apples or jerky with a weapon drawn. I know in real life I can certainly do that as long as I don't have to fight or get real acrobatic.

When bow hunting (especially in a stand), I often nock an arrow and without pulling the bow taut hold both bow and arrow with my left hand while I do other things with my right, like grab a snack or open a can of soda. Of course motion must be held to a minimum. So, if it were possible to eat snack type foods with the weapon drawn but not while in combat, it would be both a vast improvement as well as more realistic from my point of view.

I do like the idea of having adjustable eating schedules though. It makes sense for a thief character to sleep more during the day, and meals to be more spaced during exploration.
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Dalton Greynolds
 
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Post » Mon May 31, 2010 12:27 am

Heh, yeah, a day spent dungeon delving would no doubt raise an appetite... but what I was thinking is that there should be a way to eat small foods like apples or jerky with a weapon drawn. I know in real life I can certainly do that as long as I don't have to fight or get real acrobatic.

When bow hunting (especially in a stand), I often nock an arrow and without pulling the bow taut hold both bow and arrow with my left hand while I do other things with my right, like grab a snack or open a can of soda. Of course motion must be held to a minimum. So, if it were possible to eat snack type foods with the weapon drawn but not while in combat, it would be both a vast improvement as well as more realistic from my point of view.

I do like the idea of having adjustable eating schedules though. It makes sense for a thief character to sleep more during the day, and meals to be more spaced during exploration.

The true problem about free hands is another. The check for free hands has been implemented to avoid people from eating during combat, because earing a crunch while you're in a deadly duel against a daedra isn't the best. :P Since Morrowind has no player->IsInCombat condition or similar (at least from what I remember from 4 years ago), the fastest and easiest way to check that is to control if he/she has a weapon or spell readied. Adding snack type foods, while it sounds right if the character has only a 1-hand weapon, would bring back the eat-in-combat situation which I think is not desirable.

Also: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Sweetroll.jpg?t=1273582366 :D
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Andrew
 
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Post » Sun May 30, 2010 5:01 pm

I have to check the death conditions then. Let the character die with food in inventory is clearly not intended. Just out of curiosity... what quest requires you to wait for more than a week?

The Boethiah's shrine quest tells you to come back in 21 days. I tested it actually, if you have 70 crab meath in your imventory, when the 21 days are up, your character will be very hungry, and eat a crab meat about once every 3 seconds, using up all of the crab meat, and be fine. However if you draw a weapon at any point before the 70 crab meats are used up, you will die instantly.
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Devils Cheek
 
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Post » Sun May 30, 2010 9:39 pm

The Boethiah's shrine quest tells you to come back in 21 days. I tested it actually, if you have 70 crab meath in your imventory, when the 21 days are up, your character will be very hungry, and eat a crab meat about once every 3 seconds, using up all of the crab meat, and be fine. However if you draw a weapon at any point before the 70 crab meats are used up, you will die instantly.

Ok, so the death check works. The problem is always related to that free hands thing.
In the new NoM version the death from hunger and thirst shouldn't be so instant and you should have the time to free your hands.
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patricia kris
 
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Post » Sun May 30, 2010 11:16 pm

Taddeus, here's the link you requested: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7612 but here's a pertinent quote from the readme:

Breadits and Credits: Braddock aka Mantodea - the Mesh,Texture,Icon and Original work were by him and thusly credit must be given to him if any of this work is used as a resource in your own mods.

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Aaron Clark
 
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Post » Sun May 30, 2010 3:05 pm

That sweetroll, heated with a little melted butter would be decadent enough to make a Roman smile... mmm...
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Sxc-Mary
 
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Joined: Wed Aug 23, 2006 12:53 pm

Post » Sun May 30, 2010 3:19 pm

That sweetroll looks awesome!
Thanks, Taddeus! :D

(It's sort of like a frosted "danish", except there's no Denmark on Nirn, so they're called "sweetrolls".)
According to Wikipedia, danishes are most popular in Scandinavia, where they are something of a specialty.
You could say that they are a favorite of Nords. (And a favorite of mine, too!) :celebration:

Also, that picture made me hungry! It looks almost real...
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C.L.U.T.C.H
 
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Joined: Tue Aug 14, 2007 6:23 pm

Post » Sun May 30, 2010 5:14 pm



Also: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Sweetroll.jpg?t=1273582366 :D

Ironically, I saw "sweetroll" and read "sweet troll". :P Suffice to say the picture pleasantly surprised me. ;)
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Zoe Ratcliffe
 
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Joined: Mon Feb 19, 2007 12:45 am

Post » Sun May 30, 2010 10:22 pm

Anything news on how how the new penalties will work? You wrote earlier that they will not use the drain attribute spells?

About starvation and dehydration. A everage human can survive for about a week without food but only three days without water. In the current version of NOM you can go on for over a week with both. What is you thoughts on this? Would there be any differences between the races?

As a fanatic preacher of lore correctness. The earlier version of NOM paid little attention to this. I remember when I bought wine and cheese from cyrodiil in one of the ashlander camps ^^

The ovens looks fantastic!
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James Baldwin
 
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Post » Sun May 30, 2010 11:56 pm

As a fanatic preacher of lore correctness. The earlier version of NOM paid little attention to this. I remember when I bought wine and cheese from cyrodiil in one of the ashlander camps ^^

The ovens looks fantastic!

He's already said the new Dunmer foods mean everything should be in the right places. No cyrodiilic brandy in the Urshilaku camp.
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Emily Graham
 
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